This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

56 lines
1.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef SNDINFO_H
#define SNDINFO_H
#ifdef _WIN32
#pragma once
#endif
class Vector;
#include "utlsymbol.h"
//-----------------------------------------------------------------------------
// Purpose: Client side only
//-----------------------------------------------------------------------------
struct SndInfo_t {
// Sound Guid
int m_nGuid;
FileNameHandle_t
m_filenameHandle; // filesystem filename handle - call IFilesystem to
// conver this to a string
int m_nSoundSource;
int m_nChannel;
// If a sound is being played through a speaker entity (e.g., on a
// monitor,), this is the
// entity upon which to show the lips moving, if the sound has sentence
// data
int m_nSpeakerEntity;
float m_flVolume;
float m_flLastSpatializedVolume;
// Radius of this sound effect (spatialization is different within the
// radius)
float m_flRadius;
int m_nPitch;
Vector *m_pOrigin;
Vector *m_pDirection;
// if true, assume sound source can move and update according to entity
bool m_bUpdatePositions;
// true if playing linked sentence
bool m_bIsSentence;
// if true, bypass all dsp processing for this sound (ie: music)
bool m_bDryMix;
// true if sound is playing through in-game speaker entity.
bool m_bSpeaker;
// true if sound is playing with special DSP effect
bool m_bSpecialDSP;
// for snd_show, networked sounds get colored differently than local sounds
bool m_bFromServer;
};
#endif // SNDINFO_H